Rampant Games - Solving the Brute Force Problem
In a new old blog post Rampant Coyote brought one of his most successful entries up-to-date. He talks about cleaning out dungeons with a brute force approach instead of searching for creative solutions. Part of the problem is player expectation, another part game design which does not enable (or reward) alternative solutions.
A quote from the new half:
First and foremost, the game design has to have an open-ended approach to meeting goals. A lot of modern design is built around the idea of scripted, cinematic experiences — to the point where we even have “quick-time events” where the player really just mashes buttons to keep the movie rolling. This is the exact opposite of what we’re talking about here: We want the player to be clever, not to let him watch how clever the designers were. The idea has to be “The player meets an objective” rather than “the player completes activity X, Y, and Z.” While the following suggestions suggest concrete ways of meeting this design goal, they’ll be useless unless they feed into the overarching vision. While a lot of it is pretty scripted (at least in the early version that I played – and it sounds like this is a big part of the reason it’s been so slow reaching completion), Iron Tower’s Age of Decadence has really taken this perspective across the board.(And before anyone says anything… yes, mea culpa. Frayed Knights is not designed this way, although it has some elements of this. But I’ve got a bunch of ideas for what I’d like to do after the series is done that do take this approach).